Skywin Freeling

Wyssal Freeling's page

3 posts. Alias of rdknight.


Full Name

Wyssal Freeling

Race

Halfling

Classes/Levels

Oracle 1

Gender

Female

Size

Small

Age

22

Alignment

CG

Deity

Desna

Location

Nirmathis

Languages

Taldane, Halfling

Occupation

Beekeeper

Strength 12
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Wyssal Freeling

Wyssal Freeling Portrait

Statistics:
Female Halfling Oracle (Dual Cursed) 1
NG Small Humanoid

Init +2; Senses Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 Armor, +2 Dex +1 Small)
hp 11
Fort +4, Ref +4, Will +4
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OFFENSE
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Speed 30 ft.

Melee +2

Ranged +3
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STATISTICS
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Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD +12
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Traits

Frontier Healer (Campaign):
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Fate's Favored:
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Helpful:
Requirement(s) Halfling
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Drawback

Overprotective:
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Penalty: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Combat Reflexes:
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Bodyguard:
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

Skills
(6 points; 4 class, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +0 = INT 0+0+0
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Bluff +4 = CHA 4+0+0
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Climb* +1 = STR 1+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +8 = CHA 4+1+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +4 = CHA 4+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +4 = CHA 4+0+0
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Heal +0 = WIS -1+0+0+1 (+1 Trait)
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +0 = INT 0+0+0
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K (History)† +4 = INT 0+1+3 (+1 Background))
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K (Local)† +0 = INT 0+0+0
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K (Nature)† +1 = INT 0+0+0 (+1 Trait)
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +0 = INT 0+0+0
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K (Religion)† +4 = INT 0+1+3
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Linguistics† +0 = INT 0+0+0
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Perception +5 = WIS -1+1+3+2 (+2 Halfling)
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Perform +4 = CHA 4+0+0
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Profession† (Beekeeper) +3 = WIS -1+1+3 (+1 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive -1 = WIS -1+0+0
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Sleight of Hand*† +0 = DEX 2+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +7 = DEX 2+1+0+4 (+4 Small)
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Survival -1 = WIS -1+0+0
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Swim* +1 = STR 1+0+0
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Use Magic Device† +4 = CHA 4+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Halfling)
+4 Stealth (Small)
+1 Heal (Trait)
+1 (In Class & +4 vs. AoO's) (Trait)

Languages Taldane, Halfling, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Halfling:

Small:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Halfling Luck:
Halflings receive a +1 racial bonus on all saving throws

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Oracle:

Mystery (Succor):

Class Skills:
A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells:
Ill Omen (2nd), Oracle's Burden (4th), Bestow Curse (6th), Greater Shield of Fortification (8th), Stoneskin (10th), Greater Heroism (12th), Expend (14th), Greater Spellcrash (16th), Wall of Suppression (18th).

Curse (Powerless Prophesy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge (Ex):
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Curse (Legalistic Does Not Advance):
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Revelations (Succor / Dual-Cursed):

Perfect Aid (Ex):
You can effortlessly give aid to your allies, whether that means providing them with help attacking or defending them in the heat of combat. You gain BodyguardAPG as a bonus feat, and whenever you use the aid another action to provide a bonus on attack rolls or to AC to one of your allies, the bonus you provide increases by 1. This bonus increases by 1 at 4th level and every 5 oracle levels thereafter (to a maximum of +5 at 19th level). It doesn’t stack with other feats or class features that improve the bonus you provide when using the aid another action. This revelation also counts as the Combat Expertise feat, but only for the purpose of meeting the prerequisites of the Swift AidAPG feat and any feat that lists Swift Aid as a prerequisite.

Spells:

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Spells
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0th (4 Known | (At Will)

Create Water
Guidance
Mending
Spark

1st (3+1 / Day)

Bless
Cure Light Wounds
Divine Favor

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

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Long Spear (Cold Iron)
Sickle
Dagger
Sling & 10 Bullets
Leather Lamellar Armor
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 13 GP 2 SP 1 CP

Background:

Wyssal was born in Nidal and spent the earlier portion of her life living there in the town of Icebow Bridge, where her parents were archivist assistants in the Library Without Light. They were slaves, as was Wyssal, but they were well trusted, with positions about as comfortable as was possible given their bondage and location.

Halflings tread carefully in Nidal because of their bondage, and Wyssal’s parents were no exception. They were suitably deferential to the state religion, agreeable, and pliable in the face of authorities’ expectations. In short, they managed and got by just as most Halflings do in Nidal.
Something happened when Wyssal was 18 though. Umbral agents seized her parents at their workplace. She never saw them again. She was taken from home as well by agents and held for a number of months while her fate was decided. Wyssal was never told why her family came to the attention of authorities. She could imagine so many possible ways for it to happen it was impossible for her to even know what was probable.

Both her parents worked archiving and, when possible, translating the vast repository of pre-Earthfall texts stored at the Library Without Light. Maybe they had come across some piece of information that was too uncomfortable for authorities to risk its exposure. Maybe it was professional jealously causing another worker to falsely accuse them of some infraction. Foreigners sometimes used the library; maybe they had spoken to someone they should not have. Perhaps someone wanted their jobs for friends or relatives. Informing and denouncing are common tools for advancement or settling grudges in Nidal.

Wyssal languished in a cell for several months before she was informed of her fate. She was marked for transport to Ash Hollow. She would be one of the many sacrifices cast into the flames of the Black Rose of Aghor Thal. Each autumnal equinox during the Festival of Night’s Return a line of hundreds of sacrifices are thrown alive into the gargantuan crucible without interruption from dusk until dawn. Wyssal was shipped to Pangolais and loaded onto a barge with others who would share the same end as her.

On the barge Wyssal decided to turn her certain doom into a final, small act of resistance. When the opportunity finally came, She threw herself overboard into the Usk River. Her escape was accidental; Wyssal expected to drown, which was preferable to roasting alive. More likely she would have been dragged out of the water and taken on along. But as she fell the thin edge of an oar smacked into her face. It sliced her nose and stunned her. When the crew saw blood in the water and she did not surface, they assumed she had been killed outright by the blow or drowned while unconscious. The boat did not slow down and Wyssal was able to recover her senses and swim to the river’s eastern shore.

Wyssal was now in the Attaran Ranches region, which was very fortunate for her. When she was found after a couple of days of wandering, she was taken to a small ranch for care. Wyssal was frail from imprisonment and malnourishment, and her injury needed treatment. By the time she had recovered, fall was giving way to winter and the snows had begun. There was no option except for Wyssal to remain at the ranch until spring made travel possible again.

The longer forced stay at the ranch was Wyssal’s second stroke of luck. The extended time together built trust between her and the family who owned the ranch, as well as its employees. She let them know her family had run afoul of the powers that be for some reason, and that she needed to flee Nidal. They in turn revealed themselves to be among the secret worshipers of Desna in the region, able to help her escape.

By the time Wyssal left in the spring of the next year, she was as well prepared as she could be for her journey, which would be dangerous and difficult. The northern pass through the Mindspin Mountains to Varisia was known to be carefully watched by agents of the Umbral Court. Wyssal would need to instead travel a more difficult route eastward, mostly following the Gjurn River, to Nirmathis. The ranchers worked with her so she would be ready. They had her memorize the way as far as they knew it. She was taught dwarven, since the only people she might possibly receive any aid from would be dwarves from Glimmerhold. Wyssal was given supplies to last her as long as possible, and guided by one of the ranch hands as far as the eastern bank of the Usk where it joined with the Gjurn.

There had not been any sincerely held religious convictions in Wyssal’s family. She had only known of Nidal’s imposed religion herself. But the kindness and devout convictions of all those at the ranch moved Wyssal to find faith in Desna as well.

Ironically, the first town Wyssal had to skirt by as she began the solo part of her journey was Ash Hollow, the place where she had been meant to die as a sacrifice the previous autumn. Wyssal was cautious as she traveled, doing so only at night, when darkness gave her an advantage. She avoided all settlements, even Glimmerhold when she eventually reached its surroundings. The risk seemed too great to her. Even after she had passed Glimmerhold and was through the mountain pass, on her way into the Nesmian Plains of Nirmathis, Wyssal kept to her same tactics. Hurlandrun gave her a very bad feeling and she didn’t dare go near the place.

Once she reached the open lowlands Wyssal had an easier time of things. Her food stores had long run out, and she had been slowed in the mountains by her need to catch or gather her meals as she could while traveling. The farms of the Nesmian Plains presented opportunities to pilfer food occasionally, a great help. As with other settlements, Wyssal skirted around Phaendar and crossed the river into the Fangwood. Wyssal stayed at the edge the forest where there would be fewer chance encounters with people from Phaendar while she watched them for a time.

When she was satisfied as she could be that it was safe, and she hadn’t been tracked from Nidal, Wyssal began two venture into Phaender on occasion. As she became more comfortable with the settlement and became acquainted with a few people, Wyssal decided to stay, for the present time at least.

She took over an old abandoned farm a few miles outside of Phaender right at the edge of the forest. She fixed up the house a bit, put the beehives there in order, and laid out a small garden. Wyssal is mostly self-sustaining. Aside from her garden, she fishes the Marideth River and catches small animals with snares. She makes a little money for the things she needs by selling honey in town, and occasionally by healing people if regular, non-magical care isn’t working. Wyssal is careful about healing though, she doesn’t want to become well-known for it. Wyssal still fears being tracked down by Nidalese agents, and wants to remain as anonymous as possible. Slaves in Nidal do not have family names. Wyssal chose the name Freeling for herself when she settled at the old farm.

Appearance and Personality:

Height: 3'1" | Weight: 32 | Hair: Light Brown | Eyes: Green

Appearance
Wyssal is a pretty and charming young Halfling of average height and figure. Her sandy brown hair falls to her shoulders, which contrasts with her pale green eyes. Her skin tone is on the lighter side of the usual Halfling nutty or cinnamon brown. Her demeanor is friendly enough, but guarded; she doesn't talk about herself much. Her clothing is plain and simple, not any different from what most everyone wears in Nirmathis.

Personality